Jump to content
  • Advertisement
Sign in to follow this  

Skinned mesh help

This topic is 4584 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello, I'm writing my own skinned mesh class, but don't really know how the matrix palette should be implemented. Im using DirectX and HLSL and even though i've done it already with D3DX helper classes i'm kinda stuck here. I have setup the frame hierachy with offset and combined matrices. Have loaded the tiny.x mesh and updated the semantics to hold blendweights and indices. But how does the actual drawing work? How do I calculate the world matrix array that is sent to the vertexshader? I guess my big problem is i'm missing the big picture. I don't know how all the parts fit together.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!